2016-12-08 08:52:44 -05:00
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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2015-06-18 06:59:14 -04:00
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#include "GeometryCacheSceneProxy.h"
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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#include "MaterialShared.h"
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#include "SceneManagement.h"
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#include "EngineGlobals.h"
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#include "Materials/Material.h"
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#include "Engine/Engine.h"
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2015-06-18 18:46:15 -04:00
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#include "GeometryCacheComponent.h"
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#include "GeometryCacheMeshData.h"
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2015-06-18 06:59:14 -04:00
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FGeometryCacheSceneProxy::FGeometryCacheSceneProxy(UGeometryCacheComponent* Component) : FPrimitiveSceneProxy(Component)
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, MaterialRelevance(Component->GetMaterialRelevance(GetScene().GetFeatureLevel()))
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{
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// Copy each section
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const int32 NumSections = Component->TrackSections.Num();
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Sections.AddZeroed(NumSections);
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for (int SectionIdx = 0; SectionIdx < NumSections; SectionIdx++)
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{
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FTrackRenderData& SrcSection = Component->TrackSections[SectionIdx];
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if (SrcSection.MeshData->Indices.Num() > 0)
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{
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FGeomCacheTrackProxy* NewSection = new FGeomCacheTrackProxy();
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NewSection->WorldMatrix = SrcSection.WorldMatrix;
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FGeometryCacheMeshData* MeshData = NewSection->MeshData = SrcSection.MeshData;
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// Copy data from vertex buffer
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const int32 NumVerts = MeshData->Vertices.Num();
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// Allocate verts
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NewSection->VertexBuffer.Vertices.Empty(NumVerts);
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// Copy verts
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NewSection->VertexBuffer.Vertices.Append(MeshData->Vertices);
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// Copy index buffer
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NewSection->IndexBuffer.Indices = SrcSection.MeshData->Indices;
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// Init vertex factory
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NewSection->VertexFactory.Init(&NewSection->VertexBuffer);
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// Enqueue initialization of render resource
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BeginInitResource(&NewSection->VertexBuffer);
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BeginInitResource(&NewSection->IndexBuffer);
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BeginInitResource(&NewSection->VertexFactory);
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// Grab materials
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for (FGeometryCacheMeshBatchInfo& BatchInfo : MeshData->BatchesInfo)
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{
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UMaterialInterface* Material = Component->GetMaterial(BatchInfo.MaterialIndex);
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if (Material == nullptr)
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{
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Material = UMaterial::GetDefaultMaterial(MD_Surface);
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}
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NewSection->Materials.Push(Material);
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}
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// Save ref to new section
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Sections[SectionIdx] = NewSection;
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}
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}
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}
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FGeometryCacheSceneProxy::~FGeometryCacheSceneProxy()
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{
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for (FGeomCacheTrackProxy* Section : Sections)
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{
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if (Section != nullptr)
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{
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Section->VertexBuffer.ReleaseResource();
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Section->IndexBuffer.ReleaseResource();
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Section->VertexFactory.ReleaseResource();
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delete Section;
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}
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}
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Sections.Empty();
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}
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void FGeometryCacheSceneProxy::GetDynamicMeshElements(const TArray<const FSceneView*>& Views, const FSceneViewFamily& ViewFamily, uint32 VisibilityMap, FMeshElementCollector& Collector) const
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{
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SCOPE_CYCLE_COUNTER(STAT_GeometryCacheSceneProxy_GetMeshElements);
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// Set up wireframe material (if needed)
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const bool bWireframe = AllowDebugViewmodes() && ViewFamily.EngineShowFlags.Wireframe;
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FColoredMaterialRenderProxy* WireframeMaterialInstance = nullptr;
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if (bWireframe)
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{
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WireframeMaterialInstance = new FColoredMaterialRenderProxy(
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GEngine->WireframeMaterial ? GEngine->WireframeMaterial->GetRenderProxy(IsSelected()) : nullptr,
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FLinearColor(0, 0.5f, 1.f)
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);
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Collector.RegisterOneFrameMaterialProxy(WireframeMaterialInstance);
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}
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// Iterate over sections
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for (const FGeomCacheTrackProxy* TrackProxy : Sections )
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{
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// Render out stored TrackProxy's
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if (TrackProxy != nullptr)
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{
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INC_DWORD_STAT_BY(STAT_GeometryCacheSceneProxy_MeshBatchCount, TrackProxy->MeshData->BatchesInfo.Num());
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int32 BatchIndex = 0;
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for (FGeometryCacheMeshBatchInfo& BatchInfo : TrackProxy->MeshData->BatchesInfo)
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{
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FMaterialRenderProxy* MaterialProxy = bWireframe ? WireframeMaterialInstance : TrackProxy->Materials[BatchIndex]->GetRenderProxy(IsSelected());
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for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
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{
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if (VisibilityMap & (1 << ViewIndex))
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{
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const FSceneView* View = Views[ViewIndex];
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// Draw the mesh.
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FMeshBatch& Mesh = Collector.AllocateMesh();
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FMeshBatchElement& BatchElement = Mesh.Elements[0];
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BatchElement.IndexBuffer = &TrackProxy->IndexBuffer;
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Mesh.bWireframe = bWireframe;
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Mesh.VertexFactory = &TrackProxy->VertexFactory;
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Mesh.MaterialRenderProxy = MaterialProxy;
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BatchElement.PrimitiveUniformBuffer = CreatePrimitiveUniformBufferImmediate(TrackProxy->WorldMatrix * GetLocalToWorld(), GetBounds(), GetLocalBounds(), true, UseEditorDepthTest());
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BatchElement.FirstIndex = BatchInfo.StartIndex;
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BatchElement.NumPrimitives = BatchInfo.NumTriangles;
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BatchElement.MinVertexIndex = 0;
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BatchElement.MaxVertexIndex = TrackProxy->VertexBuffer.Vertices.Num() - 1;
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Mesh.ReverseCulling = IsLocalToWorldDeterminantNegative();
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Mesh.Type = PT_TriangleList;
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Mesh.DepthPriorityGroup = SDPG_World;
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Mesh.bCanApplyViewModeOverrides = false;
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Collector.AddMesh(ViewIndex, Mesh);
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INC_DWORD_STAT_BY(STAT_GeometryCacheSceneProxy_TriangleCount, BatchElement.NumPrimitives);
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}
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}
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++BatchIndex;
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}
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}
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}
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// Draw bounds
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
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{
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if (VisibilityMap & (1 << ViewIndex))
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{
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// Render bounds
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RenderBounds(Collector.GetPDI(ViewIndex), ViewFamily.EngineShowFlags, GetBounds(), IsSelected());
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}
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}
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#endif
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}
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2015-09-01 18:01:22 -04:00
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FPrimitiveViewRelevance FGeometryCacheSceneProxy::GetViewRelevance(const FSceneView* View) const
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{
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FPrimitiveViewRelevance Result;
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Result.bDrawRelevance = IsShown(View);
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Result.bShadowRelevance = IsShadowCast(View);
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Result.bDynamicRelevance = true;
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MaterialRelevance.SetPrimitiveViewRelevance(Result);
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return Result;
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}
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bool FGeometryCacheSceneProxy::CanBeOccluded() const
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{
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return !MaterialRelevance.bDisableDepthTest;
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}
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uint32 FGeometryCacheSceneProxy::GetMemoryFootprint(void) const
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{
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return(sizeof(*this) + GetAllocatedSize());
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}
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uint32 FGeometryCacheSceneProxy::GetAllocatedSize(void) const
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{
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return(FPrimitiveSceneProxy::GetAllocatedSize());
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}
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void FGeometryCacheSceneProxy::UpdateSectionWorldMatrix(const int32 SectionIndex, const FMatrix& WorldMatrix)
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{
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check(SectionIndex < Sections.Num() && "Section Index out of range");
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Sections[SectionIndex]->WorldMatrix = WorldMatrix;
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}
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void FGeometryCacheSceneProxy::UpdateSectionVertexBuffer(const int32 SectionIndex, FGeometryCacheMeshData* MeshData)
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{
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check(SectionIndex < Sections.Num() && "Section Index out of range");
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check(IsInRenderingThread());
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Sections[SectionIndex]->MeshData = MeshData;
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const bool bRecreate = Sections[SectionIndex]->VertexBuffer.Vertices.Num() != Sections[SectionIndex]->MeshData->Vertices.Num();
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Sections[SectionIndex]->VertexBuffer.Vertices.Empty(Sections[SectionIndex]->MeshData->Vertices.Num());
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Sections[SectionIndex]->VertexBuffer.Vertices.Append(Sections[SectionIndex]->MeshData->Vertices);
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if (bRecreate)
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{
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Sections[SectionIndex]->VertexBuffer.InitRHI();
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}
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else
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{
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Sections[SectionIndex]->VertexBuffer.UpdateRHI();
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}
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}
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2015-09-07 09:32:51 -04:00
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void FGeometryCacheSceneProxy::UpdateSectionIndexBuffer(const int32 SectionIndex, const TArray<uint32>& Indices)
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{
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check(SectionIndex < Sections.Num() && "Section Index out of range");
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check(IsInRenderingThread());
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const bool bRecreate = Sections[SectionIndex]->IndexBuffer.Indices.Num() != Indices.Num();
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Sections[SectionIndex]->IndexBuffer.Indices.Empty(Indices.Num());
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Sections[SectionIndex]->IndexBuffer.Indices.Append(Indices);
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if (bRecreate)
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{
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Sections[SectionIndex]->IndexBuffer.InitRHI();
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}
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else
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{
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Sections[SectionIndex]->IndexBuffer.UpdateRHI();
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}
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}
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void FGeometryCacheSceneProxy::ClearSections()
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{
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Sections.Empty();
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}
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FGeomCacheVertexFactory::FGeomCacheVertexFactory()
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{
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}
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void FGeomCacheVertexFactory::Init_RenderThread(const FGeomCacheVertexBuffer* VertexBuffer)
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{
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check(IsInRenderingThread());
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// Initialize the vertex factory's stream components.
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FDataType NewData;
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NewData.PositionComponent = STRUCTMEMBER_VERTEXSTREAMCOMPONENT(VertexBuffer, FDynamicMeshVertex, Position, VET_Float3);
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NewData.TextureCoordinates.Add(
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FVertexStreamComponent(VertexBuffer, STRUCT_OFFSET(FDynamicMeshVertex, TextureCoordinate), sizeof(FDynamicMeshVertex), VET_Float2)
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);
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NewData.TangentBasisComponents[0] = STRUCTMEMBER_VERTEXSTREAMCOMPONENT(VertexBuffer, FDynamicMeshVertex, TangentX, VET_PackedNormal);
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NewData.TangentBasisComponents[1] = STRUCTMEMBER_VERTEXSTREAMCOMPONENT(VertexBuffer, FDynamicMeshVertex, TangentZ, VET_PackedNormal);
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NewData.ColorComponent = STRUCTMEMBER_VERTEXSTREAMCOMPONENT(VertexBuffer, FDynamicMeshVertex, Color, VET_Color);
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SetData(NewData);
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}
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void FGeomCacheVertexFactory::Init(const FGeomCacheVertexBuffer* VertexBuffer)
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{
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if (IsInRenderingThread())
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{
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Init_RenderThread(VertexBuffer);
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}
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else
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{
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ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
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InitGeomCacheVertexFactory,
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FGeomCacheVertexFactory*, VertexFactory, this,
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const FGeomCacheVertexBuffer*, VertexBuffer, VertexBuffer,
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{
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VertexFactory->Init_RenderThread(VertexBuffer);
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});
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}
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}
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void FGeomCacheIndexBuffer::InitRHI()
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{
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FRHIResourceCreateInfo CreateInfo;
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void* Buffer = nullptr;
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IndexBufferRHI = RHICreateAndLockIndexBuffer(sizeof(uint32), Indices.Num() * sizeof(uint32), BUF_Static, CreateInfo, Buffer);
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2015-06-30 14:18:55 -04:00
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// Write the indices to the index buffer.
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// Write the indices to the index buffer.
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FMemory::Memcpy(Buffer, Indices.GetData(), Indices.Num() * sizeof(uint32));
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RHIUnlockIndexBuffer(IndexBufferRHI);
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}
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void FGeomCacheIndexBuffer::UpdateRHI()
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{
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// Copy the index data into the index buffer.
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2015-09-07 09:32:51 -04:00
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void* Buffer = RHILockIndexBuffer(IndexBufferRHI, 0, Indices.Num() * sizeof(uint32), RLM_WriteOnly);
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FMemory::Memcpy(Buffer, Indices.GetData(), Indices.Num() * sizeof(uint32));
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2015-06-18 06:59:14 -04:00
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RHIUnlockIndexBuffer(IndexBufferRHI);
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}
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void FGeomCacheVertexBuffer::InitRHI()
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{
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const uint32 SizeInBytes = Vertices.Num() * sizeof(FDynamicMeshVertex);
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FGeomCacheVertexResourceArray ResourceArray(Vertices.GetData(), SizeInBytes);
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FRHIResourceCreateInfo CreateInfo(&ResourceArray);
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VertexBufferRHI = RHICreateVertexBuffer(SizeInBytes, BUF_Static, CreateInfo);
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}
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void FGeomCacheVertexBuffer::UpdateRHI()
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{
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// Copy the vertex data into the vertex buffer.
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void* VertexBufferData = RHILockVertexBuffer(VertexBufferRHI, 0, Vertices.Num() * sizeof(FDynamicMeshVertex), RLM_WriteOnly);
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FMemory::Memcpy(VertexBufferData, Vertices.GetData(), Vertices.Num() * sizeof(FDynamicMeshVertex));
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RHIUnlockVertexBuffer(VertexBufferRHI);
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}
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FGeomCacheVertexResourceArray::FGeomCacheVertexResourceArray(void* InData, uint32 InSize) : Data(InData)
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, Size(InSize)
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{
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}
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const void* FGeomCacheVertexResourceArray::GetResourceData() const
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{
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return Data;
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}
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uint32 FGeomCacheVertexResourceArray::GetResourceDataSize() const
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{
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return Size;
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}
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void FGeomCacheVertexResourceArray::Discard()
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{
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}
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bool FGeomCacheVertexResourceArray::IsStatic() const
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{
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return false;
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}
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bool FGeomCacheVertexResourceArray::GetAllowCPUAccess() const
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{
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return false;
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}
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void FGeomCacheVertexResourceArray::SetAllowCPUAccess(bool bInNeedsCPUAccess)
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{
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}
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